Making Golarion "Yours"


Homebrew and House Rules

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Have any GM's made changes to "your" Golarion setting as a result of campaigns or just your own customization?

Example: In "my" Golarion, Rahadoum was conquered by a seemingly endless legion of undead led by a very ancient, powerful and charismatic Lord Vampire.

As he stood over the broken Keeper of the First Law, the vampire lord roared into his face, "Where are your feeble gods now?! Oh, right, you don't have any!!" [insert maniacal evil laughter]

How have you made Golarion "yours"?


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Brodert Quink is more like chef.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, my general lack of interest in/use for Cayden Cailean means his church is way rarer than it would be in canon (as in, it has never shown up). Ditto for Norgorber (although the Skinsaw Murders were still his guys, so he's got more presence than the Boozinator). They're out there, if a player ever wants to use one or the other, but they don't show up on their own.

No catfolk thus far.
Non-evil goblins are more common, halflings and gnomes correspondingly less so.
Most APs have come to pass in one form or another, with varying degrees of success- so the Worldwound is closed, Karzoug and Xin have both been finished off, Korvosa is starting to sorta form the core of a more nation-state-esque chunk of Varisia, Minkai is under new, more benign management, and so on.
The Nirmathi/Molthune conflict is far more active.

Stuff like that.


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My Golarion is what I consider low magic (although my next campaign is likely to be the first which abandons that in favor of the more canonical high-magic).

The "world-spanning organisations" are generally far less world-spanning - I don't really like my fantasy worlds to be that cosmopolitan. Only nations and churches have that kind of reach in my instantiation.


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I wrote and ran a year long prequel campaign to WotR I titled "The Bringers of Concordant Opposition," in which, through branching paths of player decisions, Cheliax and Andoran almost went to war; a prophet of Druma was exposed as a criminal kingpin; King Borogrim of Five Kings Mountains and Lord Livondar (sp?) of Daggermark died in a sinkhole; cultists in office nearly brought ruin to Vigil, Lastwall; Trunau was saved from an army of orcs; and a wardstone on Ustalav's border was destroyed, all in an attempt by the villain to cause disorder across the Inner Sea region before the opening events of WotR.

The campaign ended with the players joining the Golarion cosmology to the Great Wheel from the D&D multiverse (long story). The PCs' last scene involved folding a gate town in the Outlands into the Abyss. Now they are stranded in a foreign multiverse, and all new characters will face WotR. After WotR, the old characters will be called upon to face the consequences of the two cosmologies being joined.

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After resurrecting a dead god of my creation that Razmir supposedly killed as one of his steps to divinity, the party believes that Razmir doesn't actually exist and that he is merely a false figurehead created by a party of high level adventurers that conquered the Arch-Duchy of Melcat 50 years ago. The party found a gem containing the soul of one of the adventurers' fallen comrades, who bares a striking resemblance to Razmir. Having been trapped in the gem for decades, the man is completely oblivious that an entire religion and nation was built using his image.


Most of my changes are related to end campaign details. What happens with the Whispering Tyrant? How does the Test of the Starstone work? Why would adventurers be given mythic abilities? What is the place of the Iconics in Golarion? What happened to Aroden and why?


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Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.


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Brodert Quink, Lady's Man, esq. wrote:
Brodert Quink is more like chef.

Our Brodert is similar. We have two girls who are playing his daughters in Shattered Star. One human Varisian, one half-elf... it's led to many a joke at Brodert's expense :D

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Steve Geddes wrote:
Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.

I think it was a shrewd decision, leaving the GM to figure it out themselves. Though, the impact of Aroden's death is more important to adventures than Aroden himself.

I decided as a GM that the reason Aroden died is because the Starstone's effects are temporary. He lost his divinity and either died or got trapped somewhere without his divine powers to get him out. This explains why Pharasma won't say anything (would devastate multiple religions and societies) and why the Starstone Doctrine was wrong (the prophecy foretelling of Aroden's return as a mortal was misinterpreted as his return to the Material Plane). It also fills a plot hole as to why the Aboleth, a race of super intelligent creatures, would punish humanity by delivering a rock that turns people into gods.


Cyrad wrote:
Steve Geddes wrote:
Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.

I think it was a shrewd decision, leaving the GM to figure it out themselves.

There's obviously many DMs who like it. However, it's a pet hate of mine - I don't like being told "There's this mystery which definitely has a canonical answer, but we're not going to tell you what it is". If they'd decided to leave it an open question or to keep the fact that there is an answer a secret, it wouldn't bother me.

I think it's pretty much the only thing I really don't like about Golarion - even the science fiction stuff is less annoying to me than what is ultimately a 'meta-complaint'.


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Steve Geddes wrote:
Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.

That's the exact opposite of how I took it. The mystery is wide open, so it's up to me to shape it to match my campaign, which is exactly what I did.


Yeah, most people don't seem to be bugged by the 'secret squirrel' stuff. In terms of running a game, the mystery of Aroden's death is functionally identical to a mystery Paizo haven't yet resolved for themselves, so it doesn't surprise me that many DMs are fine with it (or perhaps even inspired by it).

No doubt my distaste is partly due to the fact that a significant part of the entertainment I derive from Golarion comes from just reading it, rather than using it in an RPG.

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To me, explaining Aroden's death is like explaining the Lady of Pain. It's a mystery that's best left unexplained to leave players wondering and leave the GM to figure out themselves if they desire. And it's a mystery whose answer is largely inconsequential. It doesn't matter how Aroden died. What's important is the impact his death had on the world as a whole that makes the setting ripe for adventure.


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No Numeria in my games. That area is just a blasted wasteland where a meteor struck. But then I'm not a fan of sci-fi technology in my games.

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Eryx_UK wrote:
No Numeria in my games. That area is just a blasted wasteland where a meteor struck. But then I'm not a fan of sci-fi technology in my games.

I gotta be honest. I've been running my campaign for 3 years and I still haven't made a decision whether or not Numeria exists.

Liberty's Edge

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I've got my own answers to Norgorber's identity and Aroden's fate, and Talbot has a lot more Spain in it.

Also, one of the PCs has become Emperor, but that's a tale for another day.


Cyrad wrote:
Steve Geddes wrote:
Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.

I think it was a shrewd decision, leaving the GM to figure it out themselves. Though, the impact of Aroden's death is more important to adventures than Aroden himself.

I decided as a GM that the reason Aroden died is because the Starstone's effects are temporary. He lost his divinity and either died or got trapped somewhere without his divine powers to get him out. This explains why Pharasma won't say anything (would devastate multiple religions and societies) and why the Starstone Doctrine was wrong (the prophecy foretelling of Aroden's return as a mortal was misinterpreted as his return to the Material Plane). It also fills a plot hole as to why the Aboleth, a race of super intelligent creatures, would punish humanity by delivering a rock that turns people into gods.

Yeah, if I ever get a group together, in my Golorion, the Aboleths are lying out their blowholes. Aroden put all his divinity into the Starstone. His plan is to create about 100 gods that will tear Rovagug to pieces when it tries to destroy the world. In other words, if he couldn't have his prophecy, no one else could. The rest of him has risen to a higher plane reachable only by mystics. He probably just says, "Carry on my wayward son, there'll be peace when you are done, lay your weary head to rest, Don't you cry no more!"

Also, more gods. Bastet is the goddess of cats and cat people. The Wormlord has become the nature god of fall, breaking things down so other gods can rebuild. Ebon Dark is the goddess of eclipses and subterranean Drow. The triple form Moon goddess ripped Ebon Dark out of herself and imprisoned her in the earth not realizing she could walk the earth during eclipses. There are other tribes of drow not driven underground. There are other Goblins beside the ones who choose to live the stereotype. Same with orcs.


Moon Goddesses Source.

http://paizo.com/threads/rzs2p828?A-Moon-Goddess-for-Golarion#21

Grand Lodge

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Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Cyrad wrote:
Eryx_UK wrote:
No Numeria in my games. That area is just a blasted wasteland where a meteor struck. But then I'm not a fan of sci-fi technology in my games.
I gotta be honest. I've been running my campaign for 3 years and I still haven't made a decision whether or not Numeria exists.

It definitely exists in mine. Can't wait to get a shot at Iron Gods.

As for Aroden, I know what my explanation is, and that's all I need.


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I honestly haven't even put any thought into what happened to Aroden, except he's dead.


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On a separate note, is there much information ON Aroden? I find it a LITTLE annoying that they made such a big deal about the cataclysm and the dead god... but ONLY set it back 100 years.

There are a LOT of PC characters who were ALIVE when that happened and should have some solid memories about that time. Everything I find is either millennia ago, or present... none of that '100 years ago' time frame.

Which is another reason I don't worry about 'how he died'... it's been 100 years and nothing's come of it. why would it matter to the game world RIGHT THIS MINUTE!!!

For that matter, inner sea gods, has a list of 'dead gods' that are just as mysterious aren't they?

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Have you read AP#100?


TriOmegaZero wrote:
Have you read AP#100?

I have not. As a player I tend to stick to the player companions and hardcover setting books without getting into 'whatever the DM may be throwing at us..."

Which AP was that?

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

This one.


TriOmegaZero wrote:
This one.

Thanks :)


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phantom1592 wrote:
For that matter, inner sea gods, has a list of 'dead gods' that are just as mysterious aren't they?

Mystery is inevitable (they can't provide answers for everything). This is more than just an unanswered question though.

It's the deliberate obfuscation that bugs me. This isnt actually a mysterious, unanswered question - it is a central issue of the campaign and has a canonical solution/explanation but that is being kept secret.

I appreciate I'm in a minority, but that approach bothers me a lot (more than the actually-relevant-to-gameplay things, as it happens).


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I'm pretty much, anything RAW exists only as it makes sense.
Additions, especially homebrew, are good.

Numeria is in.
Animated dead can be given simple orders, but if they become confused, they just start killing things. All the Pathfinder undead must make a will save to avoid an opportunity to kill. That's the negative energy. If there is a homebrew undead(including my prepetitioners) that does not use the negative energy, then they don't have the destructive drive.

By the flip side of the coin, Positive energy gives you a love of life. That's why Paladins and Healers are always sparing the one goblin who answered questions, over the objections of the rest of the party. They often have a herb garden. They might put themselves in harms way to save the town.

Scarab Sages

Steve Geddes wrote:
phantom1592 wrote:
For that matter, inner sea gods, has a list of 'dead gods' that are just as mysterious aren't they?

Mystery is inevitable (they can't provide answers for everything). This is more than just an unanswered question though.

It's the deliberate obfuscation that bugs me. This isnt actually a mysterious, unanswered question - it is a central issue of the campaign and has a canonical solution/explanation but that is being kept secret.

I appreciate I'm in a minority, but that approach bothers me a lot (more than the actually-relevant-to-gameplay things, as it happens).

I'd argue that the deliberate obfuscation is a necessary side effect of having good mysteries though. You can't write a good mystery without the author knowing who the killer is (to just go with the metaphor) because otherwise any clues and evidence may or may not actually be pointing at the killer. Paizo saying they know what happened to Aroden is not them being frustrating, it's them assuring us that yes, the mysteries are not random, because they do know what they're actually pointing to.

Or to put in other way: it's them reassuring us that they're not pulling a "Lost".


They could be pulling a doom patrol, where they don't know but are looking for a fan created idea that gets them out of the corner they painted themselves into.

With the Doom Patrol, 3 of them reappeared in a Teen Titans storyline, but the genius in the wheel chair didn't. Someone at DC comics might have liked my idea that he had a way to teleport out his 3 friends, but not himself. That they tried to stay secret so their enemies wouldn't threaten innocents to get at them again.


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Steve Geddes wrote:
Cyrad wrote:
Steve Geddes wrote:
Brother Fen wrote:
What happened to Aroden and why?

The leaving this unanswered is my one major gripe with Paizo's choices around Golarion. The "preservation of mystery" is a real negative for me.

Because I'll never know the true answer, Aroden's faith will never feature significantly in my campaigns - so I always feel like I'm missing out on a real, significant part of the world history.

I think it was a shrewd decision, leaving the GM to figure it out themselves.

There's obviously many DMs who like it. However, it's a pet hate of mine - I don't like being told "There's this mystery which definitely has a canonical answer, but we're not going to tell you what it is". If they'd decided to leave it an open question or to keep the fact that there is an answer a secret, it wouldn't bother me.

I think it's pretty much the only thing I really don't like about Golarion - even the science fiction stuff is less annoying to me than what is ultimately a 'meta-complaint'.

I agree. I wouldn't mind if it was a mystery to everyone, but the impression I get is that the devs have their own definite answer in mind. Now, whatever it is, it's still just a headcanon, but they make enough comments about it that it starts to seem less like that and more like a secret we have to guess around.

What I liked about the Mournland was that Keith Baker was very clear that there was no right answer. He has his own theories, and we have ours. It's not a "I never plan to tell anyone", it's "nobody knows, including me, so have at it". Paizo is a bit less clear about how they feel about Aroden.

Norgorber is, I think, a better example of ambiguity done right. I don't get the sense that it's a bit secret the devs will never tell—there is no answer except what the GM chooses.

It's all a framing thing, and very much subjective for me.

Duiker wrote:
I'd argue that the deliberate obfuscation is a necessary side effect of having good mysteries though. You can't write a good mystery without the author knowing who the killer is (to just go with the metaphor) because otherwise any clues and evidence may or may not actually be pointing at the killer. Paizo saying they know what happened to Aroden is not them being frustrating, it's them assuring us that yes, the mysteries are not random, because they do know what they're actually pointing to.

And this is exactly what bothers me. Why do they have to point to a particular answer? That makes us feel more obliged to get it "right" instead of making our own ideas up. If they're never going to reveal an answer, they shouldn't act like there is one. You should either be Portal, where not even the creators can agree on how to interpret those characters, or be Gravity Falls, where there's a single cogent answer to be found that can be found.

Alex Hirsch, on his show Gravity Falls wrote:
But I wanted Gravity Falls to have a mystery that had a real answer, an adventure that had a real climax, and an ending that had a real conclusion for the characters I care so much about.

Otherwise, it feels like the devs are just stroking their nonexistent beards and smirking inscrutably at us. :P


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One of the advantages of THEM knowing how Aroden died... is that they can set the rules for 'what kills gods'.

they have already stated repeatedly, that they don't want to stat up the gods because then players can kill them and that is not their goal.

the immediate counter is 'Well, they DIE... Look at Aroden!!'

Claiming that as a mysterious exception with a well thought out explaination has a lot of world-building merit.


Duiker wrote:
Steve Geddes wrote:
phantom1592 wrote:
For that matter, inner sea gods, has a list of 'dead gods' that are just as mysterious aren't they?

Mystery is inevitable (they can't provide answers for everything). This is more than just an unanswered question though.

It's the deliberate obfuscation that bugs me. This isnt actually a mysterious, unanswered question - it is a central issue of the campaign and has a canonical solution/explanation but that is being kept secret.

I appreciate I'm in a minority, but that approach bothers me a lot (more than the actually-relevant-to-gameplay things, as it happens).

I'd argue that the deliberate obfuscation is a necessary side effect of having good mysteries though. You can't write a good mystery without the author knowing who the killer is (to just go with the metaphor) because otherwise any clues and evidence may or may not actually be pointing at the killer. Paizo saying they know what happened to Aroden is not them being frustrating, it's them assuring us that yes, the mysteries are not random, because they do know what they're actually pointing to.

There isn't any need to tell the reader you have an answer worked out. When the answer is "unrevealed at this time", it doesn't bother me. In this case the answer is "It's decided but we're never* going to reveal it".

I appreciate Paizo have reasons for their approach (I can even concede that logically, if they decide to do something I disagree with, it's probably better for the game that they've done it their way). That doesn't lessen the irritation, nor stop me from wishing they hadn't.


phantom1592 wrote:

One of the advantages of THEM knowing how Aroden died... is that they can set the rules for 'what kills gods'.

they have already stated repeatedly, that they don't want to stat up the gods because then players can kill them and that is not their goal.

the immediate counter is 'Well, they DIE... Look at Aroden!!'

Claiming that as a mysterious exception with a well thought out explaination has a lot of world-building merit.

Sure, but you don't need a mysterious exception to be known. You just need one to exist.


2 breeds of Catfolk

Northern Catfolk are more human in appearance (closer to anime catpeople) and kind of gypsy like wandering society.
Southern Catfolk are the cat headed type and live in a matriarchal nomadic society focusing on either hunters or merchants

Scarab Sages

But back to the original question, one way I'm kind of proud of modifying Golarion is some of the stuff I did in my Mummy's Mask campaign. I took all of the old 1st edition Deserts of Desolation stuff and ported it into the big blank space on the map in the Sahure Wastes of Osirion. So there's now a massive dried river there running from the Pillars of the Sun to the north to the sea, and all the old dead towns (Carthag and the Sea of Glass, and all those are up in there). I used the details there to flesh out the desert peoples of northern Osirion quite a bit.


I love all of this!!!! Keep it flowing!


I'm developing an adventure right now about the players being tasked with assassinating Razmir and replacing him with an agent of a newly established mercantile nation. I'm thinking "Divine Commercialism". Wouldn't you buy goods from the merchant nation that is approved buy a god? : ^{ )

Dark Archive

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The Beardinator wrote:
I'm developing an adventure right now about the players being tasked with assassinating Razmir and replacing him with an agent of a newly established mercantile nation. I'm thinking "Divine Commercialism". Wouldn't you buy goods from the merchant nation that is approved buy a god? : ^{ )

The cool thing about Razmir's mask fetish is that the rank and file have no idea who's really behind the masks of their superiors.

They're on their third 'Razmir.'

They got a good thing going on. Why stop just because L. Ron passed away?

Grand Lodge

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber

I took the Adventure Paths Carrion Crown and Wrath of the Righteous and mixed in a little Way of the Wicked to create an non-good adventure set against the Demonic invasion of Ustalav.

The players all started in the infamous Blackstone Prison (I made it up) in Barstoi county. With the wardstones failing in the north, the prisoners were offered a pardon in exchange for fighting against the demons. While the players did indeed fight some demons, they were mainly used to strike back at some old enemies of their superiors, and were in the end used as scapegoats. (Publicly they were not freed from prison by the County but instead joined the demonic cultist and escaped rampaging across the countryside afterwards).

The player actions has lead to a Gnomish genocide in Ustalav (but the people of Ustaluv are a bit superstitious so halflings, and a few dwarfs, and some children, got caught up in everything...)

I added in some ancient Kellid vampire bard, Malyros, that lives beneath Calipas, he performs one play every century that heralds some world changing doom. He most recent performance on the eve of Aroden's return featured a Cheliax torn in civil war. They players are required to crash his next play which features the downfall of Nerosyan.

I also added in an important figure in the Church of Pharasma, St. Gerald, whom lead a somewhat successful resistance to the Whispering Tyrant by using clerics that can channel positive and negative energy together to oppose his forces in small bands. But unfortunately he was eventually defeated, but either the Whispering Tyrant was unable or unwilling to kill him, and had him tied to 3 horses who ripped his body in thirds and had each part buried a hundred miles away. But someone intercepted those parts (The original Prince of Wolves) and sealed St. Gerald away to help future generations oppose an invading force).

War torn Ustalav has seen some changes, up north some of the Palatinates are being over throw by power hungry authority figures. Lepidstadt is in the process of raising an army of flesh golems to battle the demons. A new Hellknight Order has been founded in Barstoi, the Order of the Hammer (couldn't think of a better name, and pretty much fills a role a couple other orders already do). In Versex county people with significant psychic abilities are being kidnapped by the Count to help fulfill his other worldly bargain he made to protect his realm...

Course several people are secretly plotting how to kill the Prince of Ustulav to further their own goals... A pair of Succubus almost accomplished as much by using a mythic barbarian orc to attack the Prince when he lead his army through Ardis to help fight the demons up north...


Aroden doesn't exist in my Golarion.


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I have hard answers for most of the questions in occult mysteries which is usually mixing most of the possible presented theories.

Worldwound was closed being the 1st campaign we have done and the mythic characters have gone on to be legdends in the campaigns since. Including alot of thier actions. Redeeming Noctycula was one thing. Her portfolio was taken over by her brother and his new concubine (name forgotten at moment...she lion succbus, mayor of her old realm.) Both of the other Deamlords from that AP are dead and I haven't had to replace them yet.

Worldwound also is fertile again and growing lusher each year. It is filled with a strange mix of NG druids and many Paladins. Watch out thier are alot of delicious plants that might eat you if you wander too far into the new wilds.

Lich from that adventure was also rescued and released and redeemed he is LN and hunting the other "living liches" as pennace.

Much less strick about drow, I am working on my own god/goddes combo for surface elf and drow redemption. They will not be star stone testees and will work on finding a morbid neutral peace between the two. Currently it is being RP'ed with a friend. So we will apply this logic when either one of us DM which we each have a campaign going. I am running RuneLord's and he is running Mummy's.

So since we got 1 book into the winter AP my irrisen is under nicer management. Baba yaga is dead. the trolls arent killed but they are dethrowned, and the witches are being hunted by the Paladins from Drezen.

So far that is all i can think of.


I'm thinking of mutations for monsters. The homebrew topic would include...

Free will: They choose their own alignment. Thus shrek could be a thing and Baba Yaga could be his great grandma.

Reverse order shapeshifter: Some Kitsune are born as a fox.


Razmir buys his masks from the United Mercantile Nation of Cypress. It's where you go to buy Great Goods even the Gods Get!!


Star Stone Testees, heh heh. Love that, Feylin!

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Goth Guru wrote:
Reverse order shapeshifter: Some Kitsune are born as a fox.

When you use Fridge Logic, that's actually kind of creepy and squicky.


Cyrad wrote:
Goth Guru wrote:
Reverse order shapeshifter: Some Kitsune are born as a fox.
When you use Fridge Logic, that's actually kind of creepy and squicky.

Fox + magical fallout = Kitsune

Fridge logic = Indiana Jones surviving nuke by hiding in a fridge.

Seems ok to me.


I started a thread about this once, but I'm too lazy to look it up.

The first big change of mine is that the demons who lived around the Worldwound mellowed out and became non-hostile and are now their own nation. Mostly because having a huge pit of things that want to destroy everything which isn't being counter-swarmed by everyone and their badass grandpa offends my sense of work ethic. I don't care what logic you use to explain it, I'm not having my Golarion be that lazy in ignoring big honking adventure hooks. Plus it gives me a justification to have some sort of minor demon PC race.

I also do a lot of the usual Alignment reduction shenanigans: greenskins can equally be Good or Evil, etc. Just in case I have on the backburner the idea that anything that was previously slaughter-bait is a very minor spawn of Rovagug and arises fully formed from various oozing pits in the ground and has no personality. No need to worry about what to do with the babies and nothing to get attached to. (Can't remember if this was my idea, if I borrowed someone else's, or if it's a collab.)

I consider the Sphere cosmology to only apply to Golarion and maybe a few other bodies in the system.

In my headcanon Aroden was killed because he'd been artificially propping up humanity and now that he's gone humans are going to fade in prominence.

Alternatively I'm tempted to drop halflings, put human in the role of "lives with others but isn't important", and populate the world with anthropomorphic animals who, though varied in appearance, are all a single "race".


1:Exposure to the large amounts of free will and non evil has contaminated, decontaminated them?

2:Spontaneous generation was a thing in medieval times.

3:So a Golarion centric system. The sun and stars orbit around them.

4:Be ready for some people claiming humans can worship any deity. "Not at my table!" might work.

5:So Furries, humans wearing fur, more or less. You could refluff gnolls as dog people, harpies as bird people, ect.


Goth Guru wrote:
1:Exposure to the large amounts of free will and non evil has contaminated, decontaminated them?

I figure it's the large amount of Neutrality.

Goth Guru wrote:
2:Spontaneous generation was a thing in medieval times.

Ah, yes, thanks for reminding me.

Goth Guru wrote:
3:So a Golarion centric system. The sun and stars orbit around them.

No, just the Inner/Outer Sphere. Space works as normal.

Goth Guru wrote:
4:Be ready for some people claiming humans can worship any deity. "Not at my table!" might work.

I'm a little confused: what does that have to do with anything? You don't have to worship a god for them to have an effect on you, as far as I've read the fluff. Therefore Aroden can cheat for humans without them having to ask or pay for it.

"You don't worship them, they can't do anything to you" would be an interesting angle, but I suspect the question of if your disbelief can deflect Divine magic would come up.

Goth Guru wrote:
5:So Furries, humans wearing fur, more or less. You could refluff gnolls as dog people, harpies as bird people, ect.

Don't need to: they'd have the stats of current humans for versatility. I'd make new stats for humans.

Plus harpy stats would probably be overpowered.

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